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Zagman's Balance Errata: Codex: Space Marine, Codex: Blood Angels and Codex Grey Knights *SW/DA Soon  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Trustworthy Shas'vre






 Mara wrote:
Firstly, I want to thank you Zagman for the huge amount of work you have done in your valiant efforts to bring the utterly broken game closer to a balanced state. I've been thinking of something like this for quite a good time myself, but haven't had the time on my hands to start it, nor the needed knowledge to do it for all the armies. I like what you're doing, evening the gaps both inside the codices and between them. Keep up the good work!

Here's a list of my thoughts concerning the balance errata of SM/BA, mostly the latter as it is my main army.

...

I think that Captain Tycho is currently somewhat obsolete at 130pts (DC version +15pts), as he has lost his ld buff and S:User AP2 armorbane melee attacks, and now only totes his relic combi-melta and digital weapons - not even a chainsword to give him a +1A in combat. He could be discounted further (at least digital weapons went down 5pts), or be given back his old badass melee attacks (he's still footslogging), in which case I would even be fine with a price increase (up to 150pts I think).

Chaplain Lemartes should be at least be made similiar to many other unit leader characters - if he is taken alongside a unit of Death Company, he shouldn't take up a whole elites slot by himself. Pointswise I think he is fine when given the same price drop as the regular Chaplains (good bye Reclusiarchs ).

Astorath the Grim would be in order for the chaplain price drop too, also because his axe is no longer S6 AP2, two handed, forcing re-rolls on invulnerable saves, but rather just a power axe, two handed, with the instant death USR on a roll of '6' to hit, decreasing his reliability against characters with a proper invulnerable save and average strenght when hitting. The axe could be S:+2 AP2, two handed, with either the old inv. re-rolling or the current ID on '6' to hit. Or maybe a regular power axe, but two handed and with ID USR - would that be too good?

I think that Sanguinary Priests should be able to upgrade to terminator armor for equal cost as other characters.

Also, I would suggest that the regular Terminator Squad would be given the option to carry the Company Standard for the regular price, replacing a power fist (no, you don't hold stuff with those fists )

Why is Baal Predator 110pts, while a regular Predator stands at 75pts (with overcharged engines)? I feel like this is an oversight on the pricing, because I don't think that the upgrade from autocannon to TL assault cannon is really worth the 35pts when TL lascannon is only 15pts. I think the Baal Predator's cost should be further cut (95-100pts) to be more in line with the regular predator, unless it was given back Scout USR. Even then the price difference feels a bit steep.

On another note, I think either Baal Predator or Storm Raven should be moved from HS to FA to give more options on the FA choices, especially now that the Assult Marines were moved back to the Troops section.

I'm not sure how the Command Squads will be handled in the coming marine codices, but I feel like they should be available 1/HQ choice without taking a slot, like they used to. Not that they'd be an overly used unit anyway, but now they compete with the rest of the army's great melee infantry, and the whole lot better Chapter Banner toters, the Sanguinary Guard.

Also techmarines could be made "slotless" HQ choices again in the marine codices, maybe 0-2/3 per detachment. HQ choice with 1W just doesn't seem appropriate for a full slot.

Should Scout Sergeants be given access to all the special pistols instead of just plasma, as the heavy flamer was freed up to all units able to choose from heavy weapons? Also, regarding heavy flamer, I think it might be wise to restrict them to a 0-1 upgrade for tactical squads, as otherwise the upgrade completely invalidates the regular flamer upgrade for the unit. Sternguards are okay with that I think, and Devastators could turn out to be pretty interesting choice with 4 heavy flamers when podded at the enemy (might want to exclude them from Devastators, or?).

I would also like to address some of the Blood Angels' relics:

In the light of your points revision, I believe that the Valour's Edge (AP2 power sword) should cost 15pts instead of 20pts, as the lowered AP is only worth 5pts while the sword itself is currently 15pts, as opposed to your suggested 10pts. Or maybe make the sword MC at 20pts.

Also, as you see jump packs worth 10pts instead of current 15pts, I would see a point in bringing Angel's Wings down to 20pts from 25pts.

As the worst offender in the relics section of the codex, I think that the Fury of Baal (MC plasma pistol with no gets hot! USR) is in need of big change at 25pts. Would it be too good if it was a MC inferno pistol with 12" (or 9") range at 20pts, as you suggest 10pts base for the inferno pistols? I don't feel plasma fits BA that well, feels more like a DA relic to me as it is currently (plasma relic + it is bad ).

There's a few relics in need of tweaking in the Shield of Baal: Exterminatus too, on the BA side I think - but let's stick to the codices now.

...

I may come up with other thoughts for this and other balance erratas. Hopefully my "re-balancing" suggestions are at least somewhat sensible. Also, sorry for the long post.


Thank you, it certainly has been a lot of work but it has been enjoyable. I hope some people get some use out of it. It was all I had, if I didn't do something I was just going to completely drop out of 40k for good!

Thanks for the response. I agree special character pricing is pretty terrible across the board and BA needs some serious work. Lemartes should be a slotless upgrade if you purchase DC.

You are right, the Baal Pred needs to be fixed, no idea why I put 110pts down, I was thinking 90pts is more fair. I really don't know what I was doing there.

Sang Priests in TA.... I don't know if I want out outright add that option if there are no models for it. Maybe...

Moving the Baal Pred or Storm Raven... I don't know if I wasn't to be swapping any more slots. Assault Marines for BA were the only slot swap I've done.

You are right, some of the Relics need a price drop. I didn't look at them too closely.



I welcome any and all feedback. Thakns for posting!

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Trustworthy Shas'vre






Well, the new marine dex is out, and it shouldn't be terribly hard to port over and rebalance. Now, formations.... that is a whole other subject entirely....

Food for though, Drop Pods becomes AV 11/11/11. 35pts is a steal for safe deepstriking and transport, should they really be that difficult to kill.

Also considering making Cents Extremely Bulky... but it screws Assault Cents out of anything but a LRC...


Thoughts on the new dex??

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Locked in the Tower of Amareo




My BA butt is still too injured to even sit down.

Making the drop pod AV 11 just makes life more miserable for those of us who can't do amazing things with drop pods.

They are only a steal when drop 24" death guns precisely. Dropping in BA/DA loser squads is not nearly as valuable.

GW has basically put you in a very tough spot by making the various marine factions so different in power level.

This message was edited 1 time. Last update was at 2015/06/19 17:53:34


 
   
Made in us
Missionary On A Mission



Eastern VA

BA/DA do need some help there, I'll agree, but there is merit in drop-podding things other than grav-cents. Sternguard, for example, or heck, even Tacticals (hey, objective grabbing). I'm hoping the upcoming DA codex winds up being good, though that doesn't take the sting out of BA being lackluster (just like Dark Eldar... Boo hiss, I say, as someone who occasionally plays DE...)

I have to admit I rather enjoyed using pods to drop SoB Dominions on some high-value target, though the allies changes have kiboshed that. I assume that'll be addressed when the Adepta Sororitas errata get done, and in the interim it's fixed by SisterSydney's expandex of bolt-on bolter babes, so no worries.

Still, good stuff so far, Zagman. Of all your tweaks, I must say I agree with far more than I don't - and even of those, my objections are minor.

This message was edited 1 time. Last update was at 2015/06/19 18:06:04


~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 
   
Made in us
Locked in the Tower of Amareo




I think Sternguard drop units are highly, highly overrated, especially after the nerf to melta. Those units have incredibly poor life expectancy and you are paying 30+ pts for a combi-weapon meq. No thanks.

" grav-cents."

I was referring to relentless grav devs.

This message was edited 1 time. Last update was at 2015/06/19 18:07:58


 
   
Made in us
Missionary On A Mission



Eastern VA

Ah, right. Yeah, they're only relentless in that formation (as far as I can see. I keep hearing people say that Devastators have Slow and Purposeful, but in the copy of the codex that I bought, they don't), but the formation is pretty broken. I didn't realize just how heinously kerborkavated it was at first, either. As much as my first reaction to it was "ooh, shiny", it needs to go dive into the Eye of Terror. (And no, I don't mean that CSM should get it, as much as Chaos players would cheer )

Sternguard aren't just for assassinating vehicles, though - combi-gravs will do a number on most MCs and then specialty bolt rounds can finish them off. Also, with melta - five of them will generally kill anything AV13 or less on hull point depletion, even if you don't get an Explodes!, assuming you're in melta range. Skyhammer formation grav devs are nastier, to be sure, but that doesn't make Sternguard garbage.

And if you pick your weapons wrong? Well, the combi-grav Sternguard will still have immobilized the vehicle, usually, and maybe wrecked it if you get lucky. The combi-melta guys? They still put around 3 wounds on a Tyrannofex, say (or kill three Broadsides). Sure, they probably die next turn, but then something else doesn't. Though I'll concede that Space Marines in general do target saturation poorly, so that might not be a huge advantage.

~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 
   
Made in us
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That's just not enough firepower for the sacrifice in points you are making. For the cost of the Sternies and the combi-weapons and pod, I need to kill multiple targets, not just one. They don't live long enough to accomplish this.k
   
Made in fr
Torture Victim in the Bowels of the Rock






I agree with drop pod being too god compared to the other transports available. However the problem I have with it isn't that he's pretty tough but that in some cases you will need to kill this thing beauce it can contest objectives and even be objective secured. This is pretty awkward in my opinion since it's just empty can in the end. So maybe just give them a rule to prevent them to count as scoring units.

Other than this issue I don't have problems with pod. The Formation is good but it's essentially because it gives a lot of special rule. Same for the centurions, they're more of a problem themselves than the pod they ride in.

On the subject of transports (and vehicles), what do you guys think of making the smoke lauchers work like jinxing? That would be a nice buff to most imperium vehicles who are struggling at the moment.

Je te tuerai jusqu'à ce que tu sois mort. 
   
Made in us
Bounding Assault Marine





Illinois

Zagman,

In regards to the changes with the GK Codex I can find myself nodding in agreement with most of the changes. The point changes and the slight mod to the Purifiers Mastery level make sense, although make me a bit sad as a GK player.

One thing I think could change was in the HQ section. Specifically, Castellan Crowe either needs to drop in points to like say...140, OR be upgraded to having three wounds. Currently by codex he is a two wound model. I would never pay that many points for a guy with only two wounds.
   
Made in nz
Disguised Speculo





Whats the deal regarding this errata and the new codex? Is it still relevant?
   
 
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